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| let colonies = getAllColonies().filter(colony => colony.level > 6); | ||
| for (let colony of colonies) { | ||
| let route = Game.map.findRoute(colony.room, room); | ||
| if (room.name != 'W24N31' && route != -2 && route.length <= 8) { |
| // Order more power if needed | ||
| if (Game.market.credits > TraderJoe.settings.market.energyCredits) { | ||
| const averageEnergy = _.sum(this.terminals, terminal => colonyOf(terminal).assets[RESOURCE_POWER] || 0) | ||
| / this.terminals.length; | ||
| if (averageEnergy < 10000) { | ||
| const poorestTerminal = minBy(this.terminals, terminal => colonyOf(terminal).assets[RESOURCE_POWER] || 0); | ||
| if (poorestTerminal) { | ||
| const amount = 10000; | ||
| Overmind.tradeNetwork.maintainBuyOrder(poorestTerminal, RESOURCE_POWER, amount, 5); | ||
| } | ||
| } | ||
| } |
| else if(RoomIntel.roomReservedBy(this.pos.roomName) == 'Invader') { | ||
| reserver.goTo(this.room.controller!.pos); | ||
| reserver.attackController(this.room.controller!); |
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Make this a task please, same as reserve below
| let fortifyTicks = 0; | ||
| let shouldFortify = this.colony.assets.energy > (Game.map.getRoomLinearDistance(this.room.name, 'W16N48') * 15000); | ||
| if (shouldFortify) { | ||
| fortifyTicks = 0.25 * _.sum(this.fortifyBarriers, barrier => | ||
| Math.max(0, WorkerOverlord.settings.barrierHits[this.colony.level] | ||
| - barrier.hits)) / REPAIR_POWER; | ||
| } |
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Please leave this part here, I think this was you trying to rampart up even with no energy
| if (this.colony.name == 'W14N57') { | ||
| //if (this.colony.name == 'W14N57') { | ||
| //numWorkers = 8; | ||
| } | ||
| //} |
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Can just deleted all this
| // OutpostDefenseOverlord can be used to harass low RCL rooms., stomp csites codes | ||
| if(this.room.name == zerg.room.name && zerg.hits == zerg.hitsMax){ | ||
| const enemyConstructionSites = zerg.room.find(FIND_HOSTILE_CONSTRUCTION_SITES, { | ||
| filter: function(csite: ConstructionSite) { | ||
| return csite.progress > 0; | ||
| } | ||
| }); | ||
| if (enemyConstructionSites.length > 0 && enemyConstructionSites[0].pos.isWalkable(true)) { | ||
| zerg.goTo(enemyConstructionSites[0].pos); | ||
| return; | ||
| } | ||
| } |
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Lets not use the outpost defense for a harass op, should rework it. remove please
| private registerOutputRequests(): void { | ||
| if (this.container) { | ||
| if (_.sum(this.container.store) > 0.5 * this.container.storeCapacity || | ||
| if (_.sum(this.container.store) > 0.25 * this.container.storeCapacity || // changed from 0.5 to 0.25 |
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Too general, if you're going to do that have it be only for SK rooms. I haven't had any issues with mineral pickup though
| if(miner.getActiveBodyparts(HEAL) > 0){ | ||
| if(miner.hits < miner.hitsMax){ | ||
| miner.heal(miner); | ||
| } else { | ||
| const target = CombatTargeting.findClosestHurtFriendly(miner); | ||
| if (target) { | ||
| // Approach the target | ||
| const range = miner.pos.getRangeTo(target); | ||
| // Heal or ranged-heal the target | ||
| if (range <= 1) { | ||
| miner.heal(target); | ||
| } | ||
| else if (range <= 3) { | ||
| miner.rangedHeal(target); | ||
| } | ||
| } | ||
|
|
||
| } | ||
| } |
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This is a very cpu expensive thing to do be doing. Constantly looking around you for hurt people and healing with one heal part? I don't want the miner heal tech I think.
| STRUCTURE_TERMINAL, | ||
| STRUCTURE_RAMPART, | ||
| STRUCTURE_WALL, | ||
| STRUCTURE_INVADER_CORE, |
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Technically I don't think this is a buildable structure, should redefine constant tbh
Pull request summary
Description:
Added:
Changed:
Removed:
Fixed:
Testing checklist:
tsconfigconfiguration